Unfortunately, two more corrections eluded the patch notes and I have updated them accordingly! One of them includes the fix for the issue you have pointed out, MasterN (Thanks again to everyone who helped us find this bug with all the data that was compiled!).

Best regards,

Although I don't remember exactly what patch that was...

So for a while I had to work a bit more intensley and came back about 2 months ago.
As promised here (viewtopic.php?f=65&t=2172) I updated the software and started collecting logs again.
Do we have good news or bad news?

Same issues as before. BUT I found out that the problem is probaby also affecting ranged attacks.
As before it affects both player and ai rolls. As before it is a slight bit better for the AI...

The final hypothesis is still the following:

There is a chance between ~21% and ~31% to hit a '1' after a miss.

I came up with that for the following reasons:
a) One can roll several misses in a row (so you don't get a '1' after each miss)
b) Simply rolling lower after a miss would not yield such a high amount of '1's
c) One can roll high and hit even after a miss

I was only improving my code when I noticed that the issue was still present. I invested no particular effort ^^

The Devs are probably busy with Necromunda (40k Mordheim ~~).
BUT... I think that this may be an opportunity for mordheim. They'll probably stick to the same engine (Unity). As such they may use their experience with mordheim to try different approaches there, and if that works, maybe they'll port it to mordheim...

I have no Idea how this particular issue came into existance, but I'll put all my knowledge to work to suggest a solution for a fix...

The worst issue (from a game-breaking point) are still the desyncs. Followed by issues on ramps and stairs (I believe...).

And while this issue is annoying it is still "fair". But also easily fixable...